some art updates there ^
in programming news, I’ve now refactored the game completely for the third time. Now it feels appropriately simple and I feel that I have reached a stage where I can intuitively code using blueprints using habits that lead to clean, manageable code.
So that is good.
Each time I refactored the game, I ended up adding some features and cutting others. Now the game is as lean as possible but the features that have made it to the end I feel are contributing to the best version of the game that I can make.
I’ve added controller support and to me, the game plays much nicer on a controller than on m/kb. Initially I never dreamed I could figure out a way to make it work on controller.
Performance is excellent - this 64 sq km map is running easily over 120fps with no drops. I’ve really stripped down the total number of “stuffs” in the scene but focused more on gameplay and art direction.
Instead of having a dynamically updating time of day, I am authoring time of day and weather for each exercise. I have also taken a more linear approach to the way the player will unlocked new content and progress through the game. Rather than the player just having a big open sandbox where they can do whatever they want, I’ve made it sort of like those phone games where you just got to complete one challenge at a time to get to the next.
This has simplified so much for me - no more procedural exercises, no more randomized events… it feels great to be able to cut out so much code and build a more focused game. And be able to art direct every experience the player will engage with.
Well, it took a long time but game is finally on the final leg.